For the combat stuff, only the random shaking of the crosshairs is copy-pasted from Ascii Sector (with some minor changes). The only big thing I’ve been able to use from AS so far is the dialogue and scripting stuff (which is why already selected reply options for quest dialogues will also be faded out in the next version of AS, just like they are in this video).

It’ll mostly be all the internal game logic, such as AI and scripting, that I’ll be able to use from Ascii Sector. I’m still working on getting the basic game engine functionality in place before I can really start bringing over stuff from AS. I also want to improve the character AI in Ascii Sector for more challenging ground combat before I use it in Hostile Takeover.

I recognize some of the ideas from asciisector, such as aiming i difficult, and the combat mod on/off. Have you been able to just copy-paste from the asciisctor code for these functions?

Anyway, it looks very cool.

keep up the good work!

]]>By: Christian Knudsenhttp://laserbrainstudios.com/2011/07/development-video-13/comment-page-1/#comment-491
Sat, 09 Jul 2011 08:51:29 +0000http://laserbrainstudios.com/?p=564#comment-491The game will check for line-of-sight, so the aiming screen will probably just change to a “target obscured” message, when there’s no line-of-sight.

Yep, there’ll be an aiming/firing animation for the target in aiming mode as well. I just haven’t implemented proper AI yet, so NPCs can’t aim or fire weapons yet.